Console version(s) might be a different story but Origins and Odyssey had thread scheduling issues particularly on AMD CPU's where a lot of the threads just ended up on a single CPU core and then you have the divide between AMD and the lack of D3D driver command lists and NVIDIA where for a NVIDIA GPU the game puts in some extra threads but it's always 8 so you need the additional cores although it provides a significant performance advantage as long as CPU utilization wasn't hindered. (Early AMD drivers also had performance issues but still about a 40% improvement far as I remember tests between the two.) AMD landed at around 60 - 80% CPU usage instead of near constant 99% and as a result GPU usage could be more limited, I presume this is one of the key problems for Navi10 GPU's and something DXVK can work around so when it does work the GPU is no longer clocking down or exhibiting irregular frame time values by having frequent FPS drops. (D3D9's particularly problematic but hopefully that little problem will also be resolved eventually.) That particular problem for the render API won't be a issue if the game uses low-level DirectX 12 or Vulkan though so it will be interesting to see what these could do depending on how the developers use it, Vulkan also has a good number of extensions for either GPU vendor and Origins and Odyssey were fairly vendor neutral though Ghost Recon Breakpoint working more with AMD predictably pulled in several AMD extensions and a few NVIDIA ones but both AMD and NVIDIA saw framerate improvements over D3D11 so both still benefit. Well there's possible problems too such as for Division 2 how that game still has some stability issues with whatever they're doing and why these aren't being resolved but that's a different team also. (Sure the sales dwindled down but it's still going reasonable well so while they might have refocused support plans and additional content cutting support would be problematic.) And that's a bit of text for hopefully the devs know what they are doing and the hardware and software is implemented and utilized well, been some years now for Vulkan 1.0 and even 1.1 plus both AMD and NVIDIA support the latest 1.2.x versions even if NVIDIA hasn't merged in this from the Vulkan developer drivers yet but that will happen eventually for whatever games or other software will start requiring VLK 1.2 support and these newer extensions if the driver is capable of using them. There's also drivers bugs and that whole mess like the compiler problem with AMD and that's still a ongoing issue with for example ReShade although acknowledged but still not fixed. The newest NVIDIA Vulkan development driver seems to have made some improvements as well and fixed a few bugs so the driver side of things still continues to be important as always. EDIT: D3D12_2 / DirectX 12 Ultimate and I would assume Vulkan 1.3 will also be interesting but probably not relevant for a while yet or used in limited capacity as it will require new GPU hardware for the PC systems. Going to be curious to see what improvements some of these things could lead to and what it will be utilized for in the next couple of years.